Editing Fragile:HankMason

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[Image:Hank_Mason.jpg|frame|Hank Mason as played by Michael Madsen]]
 
 
=Background=
 
=Background=
 
Name: Hank Mason
 
Name: Hank Mason
Line 23: Line 22:
 
Hair: Black
 
Hair: Black
  
'''Backstory:'''
 
Henry "Hank" Mason was born in San Francisco in 1963, the son of two hippies who later became academics at Berkeley. Brought up by educated and highly literate parents, he was a quiet achiever at school, getting good grades and captaining the cross country running team, and his parents couldn't have been prouder of their intelligent and thoughtful son...until he shocked them by applying to study criminology at university with an aim to pursuing a career in law enforcement. This was the last thing they had expected, but in retrospect it shouldn't have been. Hank had always been well known for his natural curiosity and inquisitive nature, a trait his parents had always delighted in, and by the time he was in high school, he had quietly determined that he wanted to be an FBI agent. And that was exactly what he set about achieving, a goal he was soon successful in.
 
  
After he graduated from Quantico, Hank joined the Criminal Investigative Division and devoted himself to pursuing serial killers. It wasn't so much the glamour or the desire to put them away (although that was certainly a factor), but the chance to match wits with criminals renowned for their intelligence and cunning. He slowly established himself as a capable and diligent agent, travelling the country investigating a variety of cases. During one investigation, he met and started dating Julia Adams, a doctor from Nevada, who he ended up marrying and having a daughter with. Tragically, Julia died of cancer in 2005, leaving Hank a heartbroken single father. In order to spend more time with his ten year old daughter Rachel, he transferred into the FBI's Criminal Apprehension Team based out of Las Vegas, where he works to this day.
+
Backstory:
 
 
Hank is still a fairly quiet (but not shy) man, whose thoughtfulness and patience sometimes make him look slow or lazy, but the wheels are always turning. It's just that he's found that taking his time often leads to people inadvertently volunteering clues or ideas that he might have missed otherwise. Calm and deliberate, he carefully cultivates the impression that he's just collecting a pay-check these days and just wants to tick the boxes, when the reality is that he loves his job and he's always paying very close attention to what's going on. He still keeps up his running and heads over to California to run the marathon each year, and he's a keen boxer, another interest he picked up at university that appalled his fiercely pacifistic parents.
 
 
 
'''Subplots:'''
 
Compulsion (Curiosity): Hank has suffered from a burning inquisitiveness all his life, which he rarely makes any effort to control, even when it gets him into hot water. He just HAS to investigate anything that piques his curiosity.
 
  
 
=Attributes=
 
=Attributes=
Line 85: Line 77:
 
Ranged: +8
 
Ranged: +8
  
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed (forte), Edged, Shotgun
+
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed, Edged, Shotgun, Rifle
  
 
Primary Weapon: SiG-Sauer P226 .357 SiG (Damage 2d6, E/T 1-2/20, Ammo 12M4, Rec 14, Rng 25 ft., SZ/D S/1h, Qualities DEP, RGD, Upgrades: Ported Barrel, Shoulder Holster)
 
Primary Weapon: SiG-Sauer P226 .357 SiG (Damage 2d6, E/T 1-2/20, Ammo 12M4, Rec 14, Rng 25 ft., SZ/D S/1h, Qualities DEP, RGD, Upgrades: Ported Barrel, Shoulder Holster)
Line 102: Line 94:
 
Drive (Standard Ground Vehicles) +7 (5 Ranks, +2 DEX, Result Cap 30)
 
Drive (Standard Ground Vehicles) +7 (5 Ranks, +2 DEX, Result Cap 30)
  
Intimidate +10/+10 (8 Ranks, +2 STR/+2 WIS, Result Cap 45)
+
Intimidate +7/+7 (5 Ranks, +2 STR/+2 WIS, Result Cap 35)
  
 
Investigation +15/+14 (11 Ranks, +2 WIS/+1 CHA, Result Cap 50, Threat 19-20)
 
Investigation +15/+14 (11 Ranks, +2 WIS/+1 CHA, Result Cap 50, Threat 19-20)
Line 118: Line 110:
 
Search +13 (11 Ranks, +2 INT, Result Cap 50)
 
Search +13 (11 Ranks, +2 INT, Result Cap 50)
  
Security +12 (8 Ranks, +2 INT, Result Cap 40, Threat 19-20)
+
Security +15 (11 Ranks, +2 INT, Result Cap 50, Threat 19-20)
  
 
Streetwise +7/+6 (5 Ranks, +2 WIS/+1 CHA, Result Cap 30)
 
Streetwise +7/+6 (5 Ranks, +2 WIS/+1 CHA, Result Cap 30)
  
Tactics +10/+9 (8 Ranks from Talented, +2 WIS/+1 CHA, Result Cap 45)
+
Tactics +7/+6 (5 Ranks from Talented, +2 WIS/+1 CHA, Result Cap 35)
  
Interests: Marathon Running, Baseball, Classic Cars, Literature, Checkers, Jazz, Cinema, Boxing, Puzzles
+
Interests: Gambling, Baseball, Classic Cars, Literature, Checkers, Jazz, Cinema, Boxing, Puzzles
  
 
=Abilities=
 
=Abilities=
 
Origin Abilities: +5 Interests, +3 insight bonus to action die results, Bonus feat (Private Eye), May request a free hint from the GC twice per session, +3 insight bonus to Analysis and Notice checks
 
Origin Abilities: +5 Interests, +3 insight bonus to action die results, Bonus feat (Private Eye), May request a free hint from the GC twice per session, +3 insight bonus to Analysis and Notice checks
  
 +
‘’Class Abilities: ‘’
  
'''Class Abilities:'''
+
‘’Connected:’’ You’ve come to know a wide variety of people in your travels. You may spend 1d6 hours and 1 action die seeking out an individual with whom you’ve dealt in the past. This NPC operates like an acquaintance-grade contact whose consultant possesses 1 skill of your choice (see page 458). The contact’s starting disposition toward you is Friendly, but he must be compensated for all services rendered at a cost of $100 per hour of assistance, plus the cost of any gear or materials belonging to him that are consumed or destroyed in the process (though you may reduce this cost with a Streetwise/Haggle check — see page 164). You may use this ability even in a remote area, so long as there are at least 40 people within a 25-mile radius at the time (e.g. the ability may even be used in an Antarctic research base near the South Pole, or a nomad camp in a vast desert, presuming the bases are occupied by 40 or more people, or there are native villages nearby).
 
 
Connected: You’ve come to know a wide variety of people in your travels. You may spend 1d6 hours and 1 action die seeking out an individual with whom you’ve dealt in the past. This NPC operates like an acquaintance-grade contact whose consultant possesses 1 skill of your choice (see page 458). The contact’s starting disposition toward you is Friendly, but he must be compensated for all services rendered at a cost of $100 per hour of assistance, plus the cost of any gear or materials belonging to him that are consumed or destroyed in the process (though you may reduce this cost with a Streetwise/Haggle check — see page 164). You may use this ability even in a remote area, so long as there are at least 40 people within a 25-mile radius at the time (e.g. the ability may even be used in an Antarctic research base near the South Pole, or a nomad camp in a vast desert, presuming the bases are occupied by 40 or more people, or there are native villages nearby).
 
 
 
All Over the World: You’re familiar with foreign lands — and have the skills to escape when your knowledge fails you. At Level 1, each time you fail an Athletics or Cultures check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level +20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.
 
  
Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).
+
‘’All Over the World:’’ You’re familiar with foreign lands — and have the skills to escape when your knowledge fails you. At Level 1, each time you fail an Athletics or Cultures check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level +20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.
  
Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat or Chance feat.
+
‘’Bookworm I:’’ You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).
  
Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held).
+
‘’Bonus Feat:’’ At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat or Chance feat.
  
Uncanny Dodge II: At Level 8, you never become flanked.
+
‘’Uncanny Dodge I:’’ Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held).
  
Rugged: At Levels 6, 9, 12, 15, and 18, your Constitution score rises by 1.
+
‘’Uncanny Dodge II:’’ At Level 8, you never become flanked.
  
 +
‘’Rugged:’’ At Levels 6, 9, 12, 15, and 18, your Constitution score rises by 1.
  
'''Feats:'''
+
‘’Feats: ‘’
  
Private Eye: You gain a +2 insight bonus with all skill and Knowledge checks made with Investigation and Security. Further, your base threat range with these skills becomes 19–20.
+
‘’Private Eye [Origin]:’’ You gain a +2 insight bonus with all skill and Knowledge checks made with Investigation and Security. Further, your base threat range with these skills becomes 19–20.
  
Talented (Examiner): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.
+
‘’Talented (Examiner) [1st level]:’’ Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.
  
Talented (Officer): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.
+
''Talented (Officer) [3rd level]:'' Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.
  
Iron Will: Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds.
+
‘’Iron Will [3rd level bonus]:’’ Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds.
  
Fortunate: As a free action, you may request 1 additional d4 action die from the GC, at which point the GC or an opponent of the GC’s choice also gains 1 additional d4 action die. These action dice are lost if not used by the end of the current scene. You may use this ability a number of times per session equal to the number of Chance feats you possess.
+
‘’Fortunate [5th level bonus]:’’ As a free action, you may request 1 additional d4 action die from the GC, at which point the GC or an opponent of the GC’s choice also gains 1 additional d4 action die. These action dice are lost if not used by the end of the current scene. You may use this ability a number of times per session equal to the number of Chance feats you possess.
  
Marksmanship Basics: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard -4.
+
‘’Marksmanship Basics [6th level]:’’ Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard -4.
  
Fortune Favors the Bold: Each time you gain action dice from any source — including those you receive at the start of each session — the action die type improves by 1 (i.e. you gain 1d6 for every d4, 1d10 for every d8, etc.). If this increases your action die type above d12, you instead gain 2 separate 1d6 action dice.
+
‘’Fortune Favors the Bold [7th level bonus]:’’ Each time you gain action dice from any source — including those you receive at the start of each session — the action die type improves by 1 (i.e. you gain 1d6 for every d4, 1d10 for every d8, etc.). If this increases your action die type above d12, you instead gain 2 separate 1d6 action dice.
  
 
=Wealth=
 
=Wealth=
Lifestyle: 4 (2 Bedroom House, Sports Car (Classic), Outdated High-End Street Look +0)
+
Lifestyle: 3 (Loft apartment in Boston, Mid-size Sedan, common street look +0)
 
+
Possessions: 6
Possessions: 6 (SiG-Sauer P226 .357 SiG(Ported Barrel, Shoulder Holster), Still Camera (Consumer Grade), Tape Recorder (Consumer Grade), Forensics Kit I, Handcuffs, Swiss Army Knife, Flashlight, Binoculars, Sunglasses, Breath Mints, Wristwatch, Notebook, Pens and Highlighters, Cell Phone, Cigarette Lighter, Street Directory, Coffee Thermos, FBI Badge, Attache Case, Today's Newspaper, Slim Jim Auto Entry Tools, Paperback Copy of "The Shadow of the Wind",)
+
Spending Cash: 3 ($900)
 
 
Spending Cash: 2 ($400)
 
 
 
=Currently Carrying=
 
 
 
=Current Condition=
 
 
 
-13 .357M rounds
 
 
 
-6 vitality
 
 
 
[[Fragile:Main_Page]]
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)